mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-30 08:37:43 +01:00
master
685
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
0918437d53 |
BORGENING! Borg changes and QOLs (#92303)
## About The Pull Request Adds a few new items and upgrades for different cyborg modules or reworks some of them. <p align="center"> <img width="608" height="199" alt="image" src="https://github.com/user-attachments/assets/ba44742f-984b-4988-af4d-e06cf66d3296" /> </p> pic unrelated :) ### Main changes: ### Medical model **Medical cyborg** gets chembag by default and a new bluespace syringe upgrade! <p align="center"> <img width="267" height="83" alt="image" src="https://github.com/user-attachments/assets/4636688f-a3bf-4db8-b0c7-75089aeb4f54" /> </p> ### Engineering model **Engineering cyborg** recieved a few new features. Now you can put your regular RPED inside of a cyborg, but mind that it has way less storage, than RPED upgrade from robotics. Robotics RPED upgrade were renamed into expanded RPED and now cost the same amount of material to produce it as BS RPED. <p align="center"> <img width="198" height="117" alt="image" src="https://github.com/user-attachments/assets/e614a9b0-41ad-4815-8eb6-f627c2bf77cc" /> </p> Worth to mention adding decal painter with own sprite (yes it uses cell instead of regular toner) <p align="center"> <img width="827" height="498" alt="image" src="https://github.com/user-attachments/assets/2eb36651-0ee2-4c9b-81ef-f8c3a96966a8" /> </p> <p align="left"> Circuit manipulator was renamed to engineering apparatus, as its can no longer hold only circuits. Additionally, it can also hold tubes/bulbs now. </p> ### Mining model **Mining cyborg** now has mesons removed and remade into a new toggle button, you dont need to use one of your modules just to be able to see through darkness of lavaland caves. <p align="center"> <img width="248" height="173" alt="image" src="https://github.com/user-attachments/assets/e85a00ec-f373-43d0-9ce9-7ec573029af3" /> </p> **Mining cyborg** got a new shield module. It helps you fighting lavaland fauna (..or annoying humans, if youre evil) in low pressure by absorbing 50% of incoming damage when activated. Takes some amount of your charge per absorbed hit. Example:  ## Why It's Good For The Game I feel big lack of some cyborg modules or even features. This PR is supposed to fix missing gap, aswell as rebalance some of existing models. ## Changelog 🆑 qol: Added new helpful modules, such as decal painter for engineering and chembag for medical borg. add: Added miner cyborg shield module. In lavaland (low) pressure, it protects you from 50% of incoming damage in exchange of your cell charge. add: Added BS syringe upgrade for medical cyborg. /🆑 |
||
|
|
939f2fc9ac | Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync | ||
|
|
ee99d0e5b0 |
Asthma quirk, inhalers - Electric Boogaloo (#92747)
## About The Pull Request Revival of https://github.com/tgstation/tgstation/pull/79691 A while back, I made this PR, but lost motivation after diving too deep into the code soup of can_breathe and related procs. Now, I have removed those parts, and have simplified that part of the code to the point I think it's ready for review. Many reviews from the previous PR have been addressed in this PR. <hr> <details> <summary>Details</summary> Asthma is a 4 point negative quirk that emulates real life asthma. It works by slowly decreasing the amount of pressure each breath you take receives, until your lungs completely seal, ensuring death if you dont get oxyloss meds/windpipe surgery. Inflammation (the tracker for intensity) increases whenever you breathe smoke, use a cigarette, metabolize histimine, or suffer an asthma attack. Asthma attacks have a low chance of happening every second, starting 10 minutes after you spawn and with a 20-30 grace period between attacks. They are "diseases" that cant be outright cured by albuterol, only put into remission. They increase inflammation at varying rates depending on their severity, with extreme asthma attacks being a immediate threat to your life while mild ones might not even cause inflammation. The response to these is always the same - use your inhaler before you start choking. Asthmatics start with a rescue inhaler, a low-capacity inhaler loaded with albuterol, which I will get to later. Albuterol is a new medicine thats a little tricky to make but still doable. It can be efficiently created with inverse convermol, or transmutated from salbutamol and convermol. The opposite is true, with albuterol able to be turned into salbutamol. Two canisters are available in chemvends. Upon use, it increases the virtual pressure of all breaths taken by 40%. This allows for you to breathe in lower pressure environments, as well as enhancing the effects of things like healium. It's OD causes your diaphram to spasm, causing sporadic losebreath and forced breathing. Inhalers are a fancy new reagent application apparatus that uses the INHALE reagent bitflag. Inhalers themselves are rather unremarkable, they are merely the method of using inhaler canisters (they also have a rotary display approximating the uses left in a canister - just like real life inhalers). Inhaler canisters are the reagent containers, and are generally low capacity. They can only be used in a inhaler, and contain aerosolized chemicals. Inhaler canisters and inhalers are unlocked from chemical synthesis, and are printable for cheap from a medlathe. In order to use a inhaler, one must uncover the mouth of a carbon and wait a few seconds (its faster if its a self-application) before a small amount of the reagents are delivered via the INHALE bitflag. This only works on things currently breathing - if theyre dead, have no lungs, or just, arent breathing - it will fail. This includes asthmatics with 100% inflammation. </details> <img width="181" height="74" alt="282863233-77a7cd6b-44d2-458e-9966-06d485df1521" src="https://github.com/user-attachments/assets/293b6659-0834-4e9a-b033-cc3b0cfde18e" /> <img width="1465" height="202" alt="282863346-2a247736-0c3a-43b0-a60b-7cff10ce4963" src="https://github.com/user-attachments/assets/5d9a13dc-b7b2-4de2-adda-8fbc8276e667" /> Sprites are not mine; they are from swanni and I can NOT sprite for the life of me ## Why It's Good For The Game 1. Asthma is just cool. One of my favorite features on bay was the fact lung damage required you to turn up the pressure on your O2 tank to survive, and this does precisely that. 2. Its always fun to add new ways to interact with atmos as a player that arent grossly broken, and I fail to see how a 40% increase of gas intake will really affect balance too badly. 3. Inhalers are badass. ## Changelog 🆑 add: Asthma quirk, based on IRL asthma add: Inhalers, a new reagent administering method that uses INHALE add: Albuterol, a new reagent that increases the amount of gas you inhale by 40% balance: Inverse convermol now forms once the reaction is done, not on metabolize /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> # Conflicts: # code/datums/quirks/negative_quirks/allergic.dm # code/game/objects/items/devices/scanners/health_analyzer.dm |
||
|
|
fadbf16e1b |
Asthma quirk, inhalers - Electric Boogaloo (#92747)
## About The Pull Request Revival of https://github.com/tgstation/tgstation/pull/79691 A while back, I made this PR, but lost motivation after diving too deep into the code soup of can_breathe and related procs. Now, I have removed those parts, and have simplified that part of the code to the point I think it's ready for review. Many reviews from the previous PR have been addressed in this PR. <hr> <details> <summary>Details</summary> Asthma is a 4 point negative quirk that emulates real life asthma. It works by slowly decreasing the amount of pressure each breath you take receives, until your lungs completely seal, ensuring death if you dont get oxyloss meds/windpipe surgery. Inflammation (the tracker for intensity) increases whenever you breathe smoke, use a cigarette, metabolize histimine, or suffer an asthma attack. Asthma attacks have a low chance of happening every second, starting 10 minutes after you spawn and with a 20-30 grace period between attacks. They are "diseases" that cant be outright cured by albuterol, only put into remission. They increase inflammation at varying rates depending on their severity, with extreme asthma attacks being a immediate threat to your life while mild ones might not even cause inflammation. The response to these is always the same - use your inhaler before you start choking. Asthmatics start with a rescue inhaler, a low-capacity inhaler loaded with albuterol, which I will get to later. Albuterol is a new medicine thats a little tricky to make but still doable. It can be efficiently created with inverse convermol, or transmutated from salbutamol and convermol. The opposite is true, with albuterol able to be turned into salbutamol. Two canisters are available in chemvends. Upon use, it increases the virtual pressure of all breaths taken by 40%. This allows for you to breathe in lower pressure environments, as well as enhancing the effects of things like healium. It's OD causes your diaphram to spasm, causing sporadic losebreath and forced breathing. Inhalers are a fancy new reagent application apparatus that uses the INHALE reagent bitflag. Inhalers themselves are rather unremarkable, they are merely the method of using inhaler canisters (they also have a rotary display approximating the uses left in a canister - just like real life inhalers). Inhaler canisters are the reagent containers, and are generally low capacity. They can only be used in a inhaler, and contain aerosolized chemicals. Inhaler canisters and inhalers are unlocked from chemical synthesis, and are printable for cheap from a medlathe. In order to use a inhaler, one must uncover the mouth of a carbon and wait a few seconds (its faster if its a self-application) before a small amount of the reagents are delivered via the INHALE bitflag. This only works on things currently breathing - if theyre dead, have no lungs, or just, arent breathing - it will fail. This includes asthmatics with 100% inflammation. </details> <img width="181" height="74" alt="282863233-77a7cd6b-44d2-458e-9966-06d485df1521" src="https://github.com/user-attachments/assets/293b6659-0834-4e9a-b033-cc3b0cfde18e" /> <img width="1465" height="202" alt="282863346-2a247736-0c3a-43b0-a60b-7cff10ce4963" src="https://github.com/user-attachments/assets/5d9a13dc-b7b2-4de2-adda-8fbc8276e667" /> Sprites are not mine; they are from swanni and I can NOT sprite for the life of me ## Why It's Good For The Game 1. Asthma is just cool. One of my favorite features on bay was the fact lung damage required you to turn up the pressure on your O2 tank to survive, and this does precisely that. 2. Its always fun to add new ways to interact with atmos as a player that arent grossly broken, and I fail to see how a 40% increase of gas intake will really affect balance too badly. 3. Inhalers are badass. ## Changelog 🆑 add: Asthma quirk, based on IRL asthma add: Inhalers, a new reagent administering method that uses INHALE add: Albuterol, a new reagent that increases the amount of gas you inhale by 40% balance: Inverse convermol now forms once the reaction is done, not on metabolize /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
f8186a7db3 |
Adds a furnace that grants space protection to nearby people (#92342)
## About The Pull Request ##### Code bounty for holinka4ever Adds a furnace equippable to the back slot, which when active (it is a lamp), will form a bubble of space protection, affecting the user and people nearby, and will last 5 minutes before it dissipates and needs to be re-formed. This item requires a pyroclastic anomaly core to activate, while the bubble itself can only be formed in pressurized environments. It's researchable in the Anomaly technology node. The downsides of the item is it requires 2 hands to hold, can't be inserted into storage items (as it's bulky), can only be equipped to the bag slot, and has slowdown while on, which only affects you when you're in gravity anyways. ## Why It's Good For The Game The pyro anomaly is currently one of the more useless anomaly cores, not even getting a unique reactive armour variation. This hopefully gives it some purpose as a good tool to keep people alive in a spaced area at a good cost to the user. This is an item that shouldn't be overpowered, but also isn't just a selfish tool- when someone's crafting this item it's specifically aiming to help people, which I think is a benefit. ## Changelog 🆑 JohnFulpWillard, sprites by PopLop add: Added a new pyroclastic anomaly locked item, the Space Furnace. Grants space immunity to people nearby while active. /🆑 |
||
|
|
6bc67d2bc6 |
Emitter: The Emitting (#92327)
## About The Pull Request Adds Diode Disks, installable disks that when fitted into an emitter can change its function. * Healing * Stamina damage, and heals the SM slightly at the cost of internal energy * Traitor engi only explosive that damages and supercharges the SM if used that way. Firerate is halved. * Incendiary that slightly damages the SM but has lots of energy * Sanity damaging one that improves SM psi coeff * Magnetic item attracting one that improves SM mol absorption. ## Why It's Good For The Game Fun and unique ways for Engi to use excess power or improve their SM setups. Could also lead to neat engi inventions such as, say, a circuit device that aims and fires a healing emitter at anyone nearby who is damaged. Should also incentivize the researching of useful techs, hence why important medium tier techs are what lock the different disks. ## Changelog 🆑 add: New Diode Disks which allow you to configurate emitters with special functions. add: New Engi & CE exclusive traitor item, a diode disk that causes an emitter to create low radius explosions when it hits things. Note that this will reduce the fire-rate of your emitter. /🆑 --------- Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
||
|
|
f7d6a97cb8 |
Removes the Justice mech (#92486)
## About The Pull Request Removes the Justice mech from the game, including its sprites and some of the associated code. Leaves some sprites, effects and sounds in case anyone wants to reuse them for something else. If the maintainers prefer that the mech should remain in the game, but as an admin-only spawn, I will do so. ## Why It's Good For The Game This mech has been under fire recently because of it being way too overtuned, which I think has mainly to do with trying to cram a lot of unusual things for a mech, such as stealth and melee focus, into the same package. Aditionally, I don't really like the flavor at all, being a blatant reference to another unrelated game. If both the ralsei plush and jevil mask have been removed, I feel like a similar standard should be applied here. Finally, this opens up the posibility for someone else to try a new idea on some of the concepts present on Justice's current iteration, such as making a melee-focused mech. ## Changelog 🆑 del: The Justice mech has been removed. /🆑 |
||
|
|
2a7921d436 |
Emitter: The Emitting (#92327)
## About The Pull Request Adds Diode Disks, installable disks that when fitted into an emitter can change its function. * Healing * Stamina damage, and heals the SM slightly at the cost of internal energy * Traitor engi only explosive that damages and supercharges the SM if used that way. Firerate is halved. * Incendiary that slightly damages the SM but has lots of energy * Sanity damaging one that improves SM psi coeff * Magnetic item attracting one that improves SM mol absorption. ## Why It's Good For The Game Fun and unique ways for Engi to use excess power or improve their SM setups. Could also lead to neat engi inventions such as, say, a circuit device that aims and fires a healing emitter at anyone nearby who is damaged. Should also incentivize the researching of useful techs, hence why important medium tier techs are what lock the different disks. ## Changelog 🆑 add: New Diode Disks which allow you to configurate emitters with special functions. add: New Engi & CE exclusive traitor item, a diode disk that causes an emitter to create low radius explosions when it hits things. Note that this will reduce the fire-rate of your emitter. /🆑 --------- Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
||
|
|
e0740e1ea0 |
Removes the Justice mech (#92486)
## About The Pull Request Removes the Justice mech from the game, including its sprites and some of the associated code. Leaves some sprites, effects and sounds in case anyone wants to reuse them for something else. If the maintainers prefer that the mech should remain in the game, but as an admin-only spawn, I will do so. ## Why It's Good For The Game This mech has been under fire recently because of it being way too overtuned, which I think has mainly to do with trying to cram a lot of unusual things for a mech, such as stealth and melee focus, into the same package. Aditionally, I don't really like the flavor at all, being a blatant reference to another unrelated game. If both the ralsei plush and jevil mask have been removed, I feel like a similar standard should be applied here. Finally, this opens up the posibility for someone else to try a new idea on some of the concepts present on Justice's current iteration, such as making a melee-focused mech. ## Changelog 🆑 del: The Justice mech has been removed. /🆑 |
||
|
|
b7dab59e5e |
Adds modular shield gates and makes modular shields less useless indoors (#91251)
## About The Pull Request Adds modular shield gates and puts them in holographics research (This is the final machine to be added to holographics, if anymore are added they will be put into a brand new adv holographics tech) It can be rotated with screwdriver (to open panel) and wrench It has NO ui (its meant to be used with either a remote signaler or modular shield console in another PR) It takes NO penalty from generating tiles indoors It projects a field until either its max range has been reached or it comes across a closed turf or shield that blocks it. Regeneration rate is still based on how many tiles it projected vs the maximum theoretical range it can project at, meaning relays are still useful. Infact its very inefficient at longer ranges (which is why it's called a gate and not a directional generator, because you will most likely use it like a gate) its screwdrivered in the video thats why the connections are broken.. https://github.com/user-attachments/assets/4536dd5c-a515-43fc-9186-bbd2fc21b703 Makes hulks deal 30 + shield regeneration rate instead of 100+ (remember shields don't have any armor or damage deflection) Has shields block clicks on things under them (mandatory for the shield gate) Shields now react better to explosions and atmos (they used to not block either with barely any interaction) HALVES the bubble shield generator's max radius when set to project tiles in doors (similar to regen) Doubles capacity and regen (if used indoors this is not a large buff because max radius impacts the regen calculation) ## Why It's Good For The Game Allows engineers to use up excess power to further manipulate their environment to produce complicated doorways, walls, and containment fields that are nonharmful but still meaningful as breaching them is an easy fix. Modular shield generators are meant to be progressive content that engineers can mess with throughout an ENTIRE round, giving them a generator subtype that give them a bit more fine control with how to use them seems essential. Alot of people have asked me why the generator is so weak and told me its trash, ive kept it weak because it affects a large area, outside in space thats not a big deal, but inside the station its incredibly powerful to just drop a 300 health bullet sponge wherever you want it by ramping up the radius and blocking someone from entering/exiting a room (this is similar to closing a door behind someone as ai except you're completely surrounding them with that one door.) This is deceptively powerful and by nerfing the radius indoors it's much harder to abuse, which means that shield can now be somewhat stronger without being oppressive. ## Changelog 🆑 add: Modular shield gates which project a shield in a line and does not suffer indoor penalties. balance: Modular shields now better interact with and block atmos and explosions and melee for what they are protecting, hulks are able to take one down eventually no matter what. balance: Modular shields now suffer a severe range penalty when generating indoors but are more potent in their capacity to endure damage. image: modular shield gate sprites /🆑 --------- Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> |
||
|
|
e49aa65687 |
Adds modular shield gates and makes modular shields less useless indoors (#91251)
## About The Pull Request Adds modular shield gates and puts them in holographics research (This is the final machine to be added to holographics, if anymore are added they will be put into a brand new adv holographics tech) It can be rotated with screwdriver (to open panel) and wrench It has NO ui (its meant to be used with either a remote signaler or modular shield console in another PR) It takes NO penalty from generating tiles indoors It projects a field until either its max range has been reached or it comes across a closed turf or shield that blocks it. Regeneration rate is still based on how many tiles it projected vs the maximum theoretical range it can project at, meaning relays are still useful. Infact its very inefficient at longer ranges (which is why it's called a gate and not a directional generator, because you will most likely use it like a gate) its screwdrivered in the video thats why the connections are broken.. https://github.com/user-attachments/assets/4536dd5c-a515-43fc-9186-bbd2fc21b703 Makes hulks deal 30 + shield regeneration rate instead of 100+ (remember shields don't have any armor or damage deflection) Has shields block clicks on things under them (mandatory for the shield gate) Shields now react better to explosions and atmos (they used to not block either with barely any interaction) HALVES the bubble shield generator's max radius when set to project tiles in doors (similar to regen) Doubles capacity and regen (if used indoors this is not a large buff because max radius impacts the regen calculation) ## Why It's Good For The Game Allows engineers to use up excess power to further manipulate their environment to produce complicated doorways, walls, and containment fields that are nonharmful but still meaningful as breaching them is an easy fix. Modular shield generators are meant to be progressive content that engineers can mess with throughout an ENTIRE round, giving them a generator subtype that give them a bit more fine control with how to use them seems essential. Alot of people have asked me why the generator is so weak and told me its trash, ive kept it weak because it affects a large area, outside in space thats not a big deal, but inside the station its incredibly powerful to just drop a 300 health bullet sponge wherever you want it by ramping up the radius and blocking someone from entering/exiting a room (this is similar to closing a door behind someone as ai except you're completely surrounding them with that one door.) This is deceptively powerful and by nerfing the radius indoors it's much harder to abuse, which means that shield can now be somewhat stronger without being oppressive. ## Changelog 🆑 add: Modular shield gates which project a shield in a line and does not suffer indoor penalties. balance: Modular shields now better interact with and block atmos and explosions and melee for what they are protecting, hulks are able to take one down eventually no matter what. balance: Modular shields now suffer a severe range penalty when generating indoors but are more potent in their capacity to endure damage. image: modular shield gate sprites /🆑 --------- Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> |
||
|
|
d738cbb296 |
Several balance changes to Combat MODsuits (#91944)
## About The Pull Request atomization of https://github.com/tgstation/tgstation/pull/91702 with a few changes. - armor booster module has been removed, nukie suits are now always fully armored and EVA proof. - Jetpack modules have had their power drain reduced considerably. - Cap,Hos and Sec MODs armor values have been bumped up (similar to the old hardsuit values). - Sec armor plates are now a cargo import. The nf suit now comes with the Shock absorber pre-installed. - Fixes Nukie suits not having T4 flash protection. - All combat modsuits now have ear protection by default when the suit active (Cap,Sec,Hos,Syndie,ERT, Death Squad, Ninja and RD.) - Night visor module now comes preinstalled in the syndie mods and doesn't conflict with other vision modules, nor it costs complexity, power drain reduced, the module itself has been removed from the uplink. - Increases the complexity on the nukie suits by 2 points. - all traitor modules now cost 1 less TC. ## Why It's Good For The Game **armor booster removal** I really dislike how this module works, it's a constant hassle having to manually swap mode depending on the pressure, it's just an annoyng memory check that punishes you with chip damage when not respected. The choice of wheter wearing a mod or not doesn't really apply to nuclear operatives since they wear these things all the time and losing half of your armor in space never really made a ton of sense to begin with. **Jetpack power drain buff** The drain on this thing is absolute fucking nuts, it eats high capacity cells in a matter of minutes, power should be a limiting factor to using these things but it shouldn't tank your battery health this quickly. **Cap,Sec,Hos MODs buffs** Back when Fikou introduced MODsuits, one point he clarified in the design doc is that "Combat stuff usually leads to uninteresting design, it makes the suits do everything for everyone" I don't want to diss on the dude (Love you bud), but I don't think his point makes a ton of sense. Combat stuff, on this case Combat mods should be built with Combat in mind. In all fairness he then has a paragraph addressing why the crew based combat suits should have low armor, but it still rings hollow to me. Armored or not, being slower than your average spessman is enough to make you an easy target or to never be able to chase anyone on foot, even with their armor increased I don't see players having them constantly on all the time, the slowdown is a hard enough disincentive. The Magnate and HoS mods specifically are unique pieces of gear, and they are usually assigned to 2 of the most important (and prone to assassination) roles on the station. There's also a weird paradox with some of the modules they come equipped with the sec MODs, the pepper spray and the projectile dampener are built around getting hit, which is a hard sell when your armor is so low you might as well just die straight up. Out of respect to Fikou's will of not wanting to grant the crew the ability to mass produce combat MODs, I removed the sec modplates from the techweb and moved em as a cargo import. **Uplink MODules Price reduction** These were originally priced with progression in mind, traitor specifically has become considerably weaker since they lost access to avenues to generate extra TCs. It's hard to justify getting a suit when most weapons in the uplink cost more than half of your budget, let alone the modules. **Shock absorption into the inf suit** This module is pretty much already mandatory if you don't want to lose fights in one hit, wearing a syndie modsuit makes you giga valid to everyone on station and any traitor worth their salt will buy this module regardless anyway; it just punishes new players who don't know better. **Night Visor MOD changes** This module is completely useless, nobody ever uses it, because it conflicts with other vision modules, and it's completely redundant since Thermal vision already comes packed with NV on their own. **Complexity increase on the Nukie suits + T4 flashing protection added** The nukie suits have honestly quite limited complexity for the role they are supposed to fill , the T4 flash protection missing from the suit is unintended as we made any other MODsuit have T4 protection already, Moth Nukies rejoice. **Ear Protection on combat MODs (oh boy)** Listen, as of right now we have a total of 2 counters for flashbangs, a Bowman or being deaf. A sealed, airtight suit shouldn't offer less protection against loud noises than a mere headset. baddies that usually pack these suits usually have a Bowman anyway, Nukies have it, ninja can easily teleport into a sec outpost and get it, it's a bit more tricky for traitor since they usually have to invest in an emag to quickly take the set or kill a security officer. At least now if you see a baddie roll up in a suit you no longer have to play hypotheticals wheter your flashbang will work properly or not. I also gave the ear protection to the RD mod despite it not being a combat MOD, because frankly it made sense, it's a bomb proof armor, It should also protect you from loud noises. ## Changelog 🆑 removal: Armor booster module has been removed. balance: Jetpack module energy drain has been massively reduced. balance: armor on the Magnate,Safegaurd and sec modsuits has been considerably increased. balance: Sec MOD plates have been transferred from RnD to Cargo. balance The Infiltrator MOD now comes with the shock absorption module pre-installed. balance: Nukie MODsuits hav a bit more complexity. fix: Nukie MODs now have the same flash protection as the other suits with welding protection. balance: night visor module comes pre-installed in the syndie mods, no longer consumes complexity,drains less power and doesn't conflict with the other visor MODules. removal: Nightvision MODule removed from the uplink. balance: Combat MODs and RDs now grant earing protection when the suit is active. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> |
||
|
|
b5a53845d9 |
Decal Painter refactor + merge with tile sprayer + more decals to paint (#91915)
1. Decal painter has been refactored. Decals to paint are now datums. 2. Tile sprayer has been deleted, and merged with the decal painter. 3. A bunch of map decals previously un-paintable are now paintable. 4. Some preset map colors are now available for selection Including: - All sidings (Colored, Plating, Wood) - Missing tile decals (Full tile, checkered tile) - And the missing tile decal colors (Dark colors) - Missing warning decals (Loading area)  1. Makes it drastically easier to add more decals in the future. 2. The split always felt needless to me. I always printed one, ran to my construction site, opened up the UI - only to realize I printed the wrong one. 3. Allows for much greater potential while building 4. Makes it easier to match mapped in decals (This code is commissioned, but I also wanted it, soooo) 🆑 Melbert refactor: Refactored the decal painter, report any missing decals or ones that come out weird. del: Tile sprayer is dead. Its functionality has been merged with the decal painter. qol: A bunch of decals have been added to the decal painter. Style to your heart's content. /🆑 |
||
|
|
ec0a685866 |
Several balance changes to Combat MODsuits (#91944)
## About The Pull Request atomization of https://github.com/tgstation/tgstation/pull/91702 with a few changes. - armor booster module has been removed, nukie suits are now always fully armored and EVA proof. - Jetpack modules have had their power drain reduced considerably. - Cap,Hos and Sec MODs armor values have been bumped up (similar to the old hardsuit values). - Sec armor plates are now a cargo import. The nf suit now comes with the Shock absorber pre-installed. - Fixes Nukie suits not having T4 flash protection. - All combat modsuits now have ear protection by default when the suit active (Cap,Sec,Hos,Syndie,ERT, Death Squad, Ninja and RD.) - Night visor module now comes preinstalled in the syndie mods and doesn't conflict with other vision modules, nor it costs complexity, power drain reduced, the module itself has been removed from the uplink. - Increases the complexity on the nukie suits by 2 points. - all traitor modules now cost 1 less TC. ## Why It's Good For The Game **armor booster removal** I really dislike how this module works, it's a constant hassle having to manually swap mode depending on the pressure, it's just an annoyng memory check that punishes you with chip damage when not respected. The choice of wheter wearing a mod or not doesn't really apply to nuclear operatives since they wear these things all the time and losing half of your armor in space never really made a ton of sense to begin with. **Jetpack power drain buff** The drain on this thing is absolute fucking nuts, it eats high capacity cells in a matter of minutes, power should be a limiting factor to using these things but it shouldn't tank your battery health this quickly. **Cap,Sec,Hos MODs buffs** Back when Fikou introduced MODsuits, one point he clarified in the design doc is that "Combat stuff usually leads to uninteresting design, it makes the suits do everything for everyone" I don't want to diss on the dude (Love you bud), but I don't think his point makes a ton of sense. Combat stuff, on this case Combat mods should be built with Combat in mind. In all fairness he then has a paragraph addressing why the crew based combat suits should have low armor, but it still rings hollow to me. Armored or not, being slower than your average spessman is enough to make you an easy target or to never be able to chase anyone on foot, even with their armor increased I don't see players having them constantly on all the time, the slowdown is a hard enough disincentive. The Magnate and HoS mods specifically are unique pieces of gear, and they are usually assigned to 2 of the most important (and prone to assassination) roles on the station. There's also a weird paradox with some of the modules they come equipped with the sec MODs, the pepper spray and the projectile dampener are built around getting hit, which is a hard sell when your armor is so low you might as well just die straight up. Out of respect to Fikou's will of not wanting to grant the crew the ability to mass produce combat MODs, I removed the sec modplates from the techweb and moved em as a cargo import. **Uplink MODules Price reduction** These were originally priced with progression in mind, traitor specifically has become considerably weaker since they lost access to avenues to generate extra TCs. It's hard to justify getting a suit when most weapons in the uplink cost more than half of your budget, let alone the modules. **Shock absorption into the inf suit** This module is pretty much already mandatory if you don't want to lose fights in one hit, wearing a syndie modsuit makes you giga valid to everyone on station and any traitor worth their salt will buy this module regardless anyway; it just punishes new players who don't know better. **Night Visor MOD changes** This module is completely useless, nobody ever uses it, because it conflicts with other vision modules, and it's completely redundant since Thermal vision already comes packed with NV on their own. **Complexity increase on the Nukie suits + T4 flashing protection added** The nukie suits have honestly quite limited complexity for the role they are supposed to fill , the T4 flash protection missing from the suit is unintended as we made any other MODsuit have T4 protection already, Moth Nukies rejoice. **Ear Protection on combat MODs (oh boy)** Listen, as of right now we have a total of 2 counters for flashbangs, a Bowman or being deaf. A sealed, airtight suit shouldn't offer less protection against loud noises than a mere headset. baddies that usually pack these suits usually have a Bowman anyway, Nukies have it, ninja can easily teleport into a sec outpost and get it, it's a bit more tricky for traitor since they usually have to invest in an emag to quickly take the set or kill a security officer. At least now if you see a baddie roll up in a suit you no longer have to play hypotheticals wheter your flashbang will work properly or not. I also gave the ear protection to the RD mod despite it not being a combat MOD, because frankly it made sense, it's a bomb proof armor, It should also protect you from loud noises. ## Changelog 🆑 removal: Armor booster module has been removed. balance: Jetpack module energy drain has been massively reduced. balance: armor on the Magnate,Safegaurd and sec modsuits has been considerably increased. balance: Sec MOD plates have been transferred from RnD to Cargo. balance The Infiltrator MOD now comes with the shock absorption module pre-installed. balance: Nukie MODsuits hav a bit more complexity. fix: Nukie MODs now have the same flash protection as the other suits with welding protection. balance: night visor module comes pre-installed in the syndie mods, no longer consumes complexity,drains less power and doesn't conflict with the other visor MODules. removal: Nightvision MODule removed from the uplink. balance: Combat MODs and RDs now grant earing protection when the suit is active. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> |
||
|
|
d291e45e30 |
Decal Painter refactor + merge with tile sprayer + more decals to paint (#91915)
## About The Pull Request 1. Decal painter has been refactored. Decals to paint are now datums. 2. Tile sprayer has been deleted, and merged with the decal painter. 3. A bunch of map decals previously un-paintable are now paintable. 4. Some preset map colors are now available for selection Including: - All sidings (Colored, Plating, Wood) - Missing tile decals (Full tile, checkered tile) - And the missing tile decal colors (Dark colors) - Missing warning decals (Loading area)  ## Why It's Good For The Game 1. Makes it drastically easier to add more decals in the future. 2. The split always felt needless to me. I always printed one, ran to my construction site, opened up the UI - only to realize I printed the wrong one. 3. Allows for much greater potential while building 4. Makes it easier to match mapped in decals (This code is commissioned, but I also wanted it, soooo) ## Changelog 🆑 Melbert refactor: Refactored the decal painter, report any missing decals or ones that come out weird. del: Tile sprayer is dead. Its functionality has been merged with the decal painter. qol: A bunch of decals have been added to the decal painter. Style to your heart's content. /🆑 |
||
|
|
5573612a43 |
Adds .38 Flare, which is a lethal laser bullet casing available for printing with Advanced Beam Weaponry. Adjust ammo material values. (#91726)
## About The Pull Request  Adds the .38 Flare. It does 20 damage. This round highlights the target for 2 minutes, and projectiles hitting the target always hit the limb that the shooter was aiming at. Your shot has effectively perfect limb accuracy, no matter how far the bullet needs to travel. This also affects other projectiles hitting the target that aren't the .38 Flare. To indicate whether or not a round in a magazine is either lead or laser, I've borrowed the implementation of ammo overlays from the C-20r toy magazines Now each bullet in the speedloaders for .38 can be a distinct type visibly. Might be interesting if anyone wants to add additional unique appearances for some of the other .38 rounds. Reduces the overall cost of a lot of the ammunition in the sec and autolathe, such as loose bullets. Also reduces the material quantity within bullet casings. ## Why It's Good For The Game > .38 Flare By popular demand, I've come up with a new idea. And that idea...is an anti-bullet deviation tool. Most players are probably not conscious of bullet deviation. But if you're familiar with the mechanic, it's why sometimes your shots may hit into an arm or a leg even though you were aiming at the head. The way this works is that over the course of a bullets flight, it increases in inaccuracy and the pobability of drifting into a limb. From my last estimate, shooting somewhere around 5 tiles away will usually result in bullet drift. While affected by the flare shot, that does not happen. You shoot at the head, you hit the head. To put it into perspective; you could consider bullet deviation a form of damage loss (its a bit more complicated than this and there are instances where it is positive), and this projectile eliminates that problem for everyone shooting the target. > Ammo cost Some of these were pretty excessive for the cost, and a notable example of this include the .357 loose casings, .310 Surplus loose casings, and most shotgun shells. These should go down to roughly below 3/5th of a sheet of metal when printed from a fully upgraded lathe. Meanwhile, a single bullet casing was like a sheet of metal each, which didn't seem right to me. So they're now by default one fifth of a sheet of metal on recycle. ## Changelog 🆑 add: .38 Flare, a laser bullet! Available in both .38 speedloader and BR-38 magazine once Advanced Beam Weaponry is researched. add: .38 Flare highlights the target in an outline and makes sure your bullets never accidentally hit any limb except the one you are aiming at. Never accidentally hit someone in the arm when you were going for a headshot. balance: Reduces the printing costs of several ammunition types from the autolathe and security lathe. Reduces the overall material contents of said printed ammo/magazines. If you find a material dupe, let a coder know. /🆑 --------- Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
||
|
|
dd00941e32 |
Makes the Organ Jar printable, lowers it chemical capacity and makes it pour large amounts at once (#92003)
## About The Pull Request A note to start: the coroner's mail goodie is untouched. They still get their brain-in-a-jar, prefilled with formaldehyde and with the ghostrole-brain. **First part is fairly simple. It's printable now.**  **Balance is hopefully also simple...** Originally it could store 150u, which just made it an improvement over most of the other basic beakers... but it shouldn't even be useful in chemistry, it's rather unshapely for that! So the balance is as follows: - It stores 120u of chemicals, printable roundstart. _Identical to the X-Large Beaker - even in cost, needing some plastic (which makes it shatter-proof. i guess.)_ - The unwieldy lip means it can only pour in large amounts (20, 40, 60, 120) _It's not ideal for mixing in chemistry... This will **hopefully** discourage using it where it'd look out-of-place. Why juggle big numbers when you can use easier to handle, equivalent X-Large Beaker?_ If players so choose they **can**, of course, still mix their spacedrugs soaking in a bottle with a Felinid Liver. It's just not a preferred shift-start beaker. _Also it's a /beaker subtype now because I wanted to inherit some things, like the pickup/drop sounds. This technically means it works as a component in machines, but since it's equal to an X-Large beaker that doesn't really mean anything. Just a funny interaction._ ## Why It's Good For The Game I can finally torment my patients without having to hope the Mail Gods deem me (or the department Coroner) worthy. The idea of gifting them their inflamed appendix in a preserved jar makes me happy.  ## Changelog 🆑 add: Medical (and Science) can now print Organ Jars from their protolathes! Their shatter-proofing requires some plastic, though. balance: Organ Jar capacity lowered to 120u, and they can only pour in large quantities (have you ever tried pouring out of a jar with a lip like that? Disaster. Such a mess.). /🆑 |
||
|
|
98bb7a9d72 |
Item which lets you remote control (some) shuttles (#91663)
## About The Pull Request Adds a remote which can be printed with sufficient research, or auto-linked by mapping the remote ontop of a nav console. Once linked it can send off or call the shuttle towards a home and away destination. These destinations can be changed with alt+rmb. ## Why It's Good For The Game Let people send and call their shuttle without being at the nav computer. Really useful for antags that arrive on a shuttle, so their shuttle can be safe in deepspace while they fuck about onstation. (Should pirates have this?)  ## Changelog 🆑 theOOZ, kittysmooch add: Adds the shuttle remote item unlocked with shuttle engineering research, it lets you remote control the whiteship or custom shuttles. /🆑 |
||
|
|
8f15d0ea2c |
Adds .38 Flare, which is a lethal laser bullet casing available for printing with Advanced Beam Weaponry. Adjust ammo material values. (#91726)
## About The Pull Request  Adds the .38 Flare. It does 20 damage. This round highlights the target for 2 minutes, and projectiles hitting the target always hit the limb that the shooter was aiming at. Your shot has effectively perfect limb accuracy, no matter how far the bullet needs to travel. This also affects other projectiles hitting the target that aren't the .38 Flare. To indicate whether or not a round in a magazine is either lead or laser, I've borrowed the implementation of ammo overlays from the C-20r toy magazines Now each bullet in the speedloaders for .38 can be a distinct type visibly. Might be interesting if anyone wants to add additional unique appearances for some of the other .38 rounds. Reduces the overall cost of a lot of the ammunition in the sec and autolathe, such as loose bullets. Also reduces the material quantity within bullet casings. ## Why It's Good For The Game > .38 Flare By popular demand, I've come up with a new idea. And that idea...is an anti-bullet deviation tool. Most players are probably not conscious of bullet deviation. But if you're familiar with the mechanic, it's why sometimes your shots may hit into an arm or a leg even though you were aiming at the head. The way this works is that over the course of a bullets flight, it increases in inaccuracy and the pobability of drifting into a limb. From my last estimate, shooting somewhere around 5 tiles away will usually result in bullet drift. While affected by the flare shot, that does not happen. You shoot at the head, you hit the head. To put it into perspective; you could consider bullet deviation a form of damage loss (its a bit more complicated than this and there are instances where it is positive), and this projectile eliminates that problem for everyone shooting the target. > Ammo cost Some of these were pretty excessive for the cost, and a notable example of this include the .357 loose casings, .310 Surplus loose casings, and most shotgun shells. These should go down to roughly below 3/5th of a sheet of metal when printed from a fully upgraded lathe. Meanwhile, a single bullet casing was like a sheet of metal each, which didn't seem right to me. So they're now by default one fifth of a sheet of metal on recycle. ## Changelog 🆑 add: .38 Flare, a laser bullet! Available in both .38 speedloader and BR-38 magazine once Advanced Beam Weaponry is researched. add: .38 Flare highlights the target in an outline and makes sure your bullets never accidentally hit any limb except the one you are aiming at. Never accidentally hit someone in the arm when you were going for a headshot. balance: Reduces the printing costs of several ammunition types from the autolathe and security lathe. Reduces the overall material contents of said printed ammo/magazines. If you find a material dupe, let a coder know. /🆑 --------- Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
||
|
|
1cd78246b4 |
Makes the Organ Jar printable, lowers it chemical capacity and makes it pour large amounts at once (#92003)
## About The Pull Request A note to start: the coroner's mail goodie is untouched. They still get their brain-in-a-jar, prefilled with formaldehyde and with the ghostrole-brain. **First part is fairly simple. It's printable now.**  **Balance is hopefully also simple...** Originally it could store 150u, which just made it an improvement over most of the other basic beakers... but it shouldn't even be useful in chemistry, it's rather unshapely for that! So the balance is as follows: - It stores 120u of chemicals, printable roundstart. _Identical to the X-Large Beaker - even in cost, needing some plastic (which makes it shatter-proof. i guess.)_ - The unwieldy lip means it can only pour in large amounts (20, 40, 60, 120) _It's not ideal for mixing in chemistry... This will **hopefully** discourage using it where it'd look out-of-place. Why juggle big numbers when you can use easier to handle, equivalent X-Large Beaker?_ If players so choose they **can**, of course, still mix their spacedrugs soaking in a bottle with a Felinid Liver. It's just not a preferred shift-start beaker. _Also it's a /beaker subtype now because I wanted to inherit some things, like the pickup/drop sounds. This technically means it works as a component in machines, but since it's equal to an X-Large beaker that doesn't really mean anything. Just a funny interaction._ ## Why It's Good For The Game I can finally torment my patients without having to hope the Mail Gods deem me (or the department Coroner) worthy. The idea of gifting them their inflamed appendix in a preserved jar makes me happy.  ## Changelog 🆑 add: Medical (and Science) can now print Organ Jars from their protolathes! Their shatter-proofing requires some plastic, though. balance: Organ Jar capacity lowered to 120u, and they can only pour in large quantities (have you ever tried pouring out of a jar with a lip like that? Disaster. Such a mess.). /🆑 |
||
|
|
2a5768ef10 |
Item which lets you remote control (some) shuttles (#91663)
## About The Pull Request Adds a remote which can be printed with sufficient research, or auto-linked by mapping the remote ontop of a nav console. Once linked it can send off or call the shuttle towards a home and away destination. These destinations can be changed with alt+rmb. ## Why It's Good For The Game Let people send and call their shuttle without being at the nav computer. Really useful for antags that arrive on a shuttle, so their shuttle can be safe in deepspace while they fuck about onstation. (Should pirates have this?)  ## Changelog 🆑 theOOZ, kittysmooch add: Adds the shuttle remote item unlocked with shuttle engineering research, it lets you remote control the whiteship or custom shuttles. /🆑 |
||
|
|
a4d5c97f63 |
Adds Modular shield consoles, boards, and tech, lets monkeys mash their keyboards (#91189)
## About The Pull Request (had to cut off the video cause of github file size limit) https://github.com/user-attachments/assets/f6a51d28-dc35-41ad-93ac-099c48215013 Adds modular shield generator consoles to the game, boards are available through holographics tech Simply multitool buffer a generator and then use the buffer on a console. The console can see the current shield health status of every generator that is linked to it and can toggle the generators on and off, but cannot change radius or any other settings. The console can also rename generators for convenience And should a monkey manage to slip past your defenses via ventcrawl it will be able to randomly toggle your shields. https://github.com/user-attachments/assets/94435d15-e52f-45c7-a2e6-135228e7bc08 ## Why It's Good For The Game Helps engineers keep track of their generators for primarily PVE content (mainly when they are trying to protect the station against meteors) ## Changelog 🆑 add: You can now remotely monitor and control modular shield generators using modular shield generator consoles. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
df3df27e1d |
Diagnosis: The Diagnosing (#91361)
Adds more analog diagnostic stuff, and expands on what's already there. Current content added: - Custom text for when you examine different kinds of organs with stethoscopes and penlights. - Examining eldritchly corrupted organs too closely (stethoscope and penlight) is a bad idea. - If you place a metal disk against a guy sparking like a tesla coil, you get shocked. Go figure. - If someone has an actively damaging zombie infection (ie. got clawed by a zombie, not romerol), you can see it on penlight. - New Hemoanalytic Scanner, for use in places where real health scanners with actual useful features are too high class. It's able to scan for medicines in the blood, check blood and oxygen levels, determine if the scannee has tox damage, and even check their blood type. It's printable roundstart for iron and glass, so that medbay isn't completely fucked if science doesn't do their job and they lose their health analyzers somehow. - Nifty status effect messages for those tools! Fun, rarely used systems are being improved, and seeing as how the easily available, faster health analyzer is basically the end-all be-all of diagnostic tools anyways, it's not going to unbalance anything unless i literally make them just a health analyzer but better. 🆑 add: Vaguely estimate what kinds of hearts and lungs people have from a variety of weird stethoscope noises! (Or just look it up on the pr, I won't judge.) add: Using analog diagnostic tools on eldritch organs from beyond the waking world or people whose hearts cause their skin to arc like a tesla coil is a bad idea. Examine people, ya goof. add: You can see if someone has an actively damaging (read: contracted straight from the groaning hungry source) zombie infection by using a penlight. Act out highly emotional headshot hesitation scenes today! add: New Hemoanalytic Scanner (read: really shitty but roundstart printable chem scanner), which tells you all about someone's blood, and can also detect medicines in their bloodstream! Not toxins or miscellaneous reagents though. refactor: Refactored and added some penlight, stethoscope, and organ code. If shit is fucked, please report it on the github issue tracker ASAP. fix: X-Ray vision generically causes eyes to glow under penlight, not just specifically the mutation X-Ray vision. fix: Reflex Hammers now fit in medical storage items, IE. medbelts and medkits. balance: People with welding-eyes or similar will not have their pupils react to penlight examination. /🆑 --------- Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
||
|
|
c2e0d21c7a |
Adds Modular shield consoles, boards, and tech, lets monkeys mash their keyboards (#91189)
## About The Pull Request (had to cut off the video cause of github file size limit) https://github.com/user-attachments/assets/f6a51d28-dc35-41ad-93ac-099c48215013 Adds modular shield generator consoles to the game, boards are available through holographics tech Simply multitool buffer a generator and then use the buffer on a console. The console can see the current shield health status of every generator that is linked to it and can toggle the generators on and off, but cannot change radius or any other settings. The console can also rename generators for convenience And should a monkey manage to slip past your defenses via ventcrawl it will be able to randomly toggle your shields. https://github.com/user-attachments/assets/94435d15-e52f-45c7-a2e6-135228e7bc08 ## Why It's Good For The Game Helps engineers keep track of their generators for primarily PVE content (mainly when they are trying to protect the station against meteors) ## Changelog 🆑 add: You can now remotely monitor and control modular shield generators using modular shield generator consoles. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
f02819360b |
Diagnosis: The Diagnosing (#91361)
## About The Pull Request Adds more analog diagnostic stuff, and expands on what's already there. Current content added: - Custom text for when you examine different kinds of organs with stethoscopes and penlights. - Examining eldritchly corrupted organs too closely (stethoscope and penlight) is a bad idea. - If you place a metal disk against a guy sparking like a tesla coil, you get shocked. Go figure. - If someone has an actively damaging zombie infection (ie. got clawed by a zombie, not romerol), you can see it on penlight. - New Hemoanalytic Scanner, for use in places where real health scanners with actual useful features are too high class. It's able to scan for medicines in the blood, check blood and oxygen levels, determine if the scannee has tox damage, and even check their blood type. It's printable roundstart for iron and glass, so that medbay isn't completely fucked if science doesn't do their job and they lose their health analyzers somehow. - Nifty status effect messages for those tools! ## Why It's Good For The Game Fun, rarely used systems are being improved, and seeing as how the easily available, faster health analyzer is basically the end-all be-all of diagnostic tools anyways, it's not going to unbalance anything unless i literally make them just a health analyzer but better. ## Changelog 🆑 add: Vaguely estimate what kinds of hearts and lungs people have from a variety of weird stethoscope noises! (Or just look it up on the pr, I won't judge.) add: Using analog diagnostic tools on eldritch organs from beyond the waking world or people whose hearts cause their skin to arc like a tesla coil is a bad idea. Examine people, ya goof. add: You can see if someone has an actively damaging (read: contracted straight from the groaning hungry source) zombie infection by using a penlight. Act out highly emotional headshot hesitation scenes today! add: New Hemoanalytic Scanner (read: really shitty but roundstart printable chem scanner), which tells you all about someone's blood, and can also detect medicines in their bloodstream! Not toxins or miscellaneous reagents though. refactor: Refactored and added some penlight, stethoscope, and organ code. If shit is fucked, please report it on the github issue tracker ASAP. fix: X-Ray vision generically causes eyes to glow under penlight, not just specifically the mutation X-Ray vision. fix: Reflex Hammers now fit in medical storage items, IE. medbelts and medkits. balance: People with welding-eyes or similar will not have their pupils react to penlight examination. /🆑 --------- Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
||
|
|
c12d2189e0 |
atmospherics shield generator (#91055)
## About The Pull Request (old video) https://github.com/user-attachments/assets/4b04c372-05a2-4bab-b4a4-1b2c965061e5 unlocked by holographics research put two facing eachother and turn one on to make a field that blocks atmos, if not obstructed by wall fields cannot be broken or clicked but the generators may (theyre relatively weak) requires external airlock access or apc access uses area power, environmental channel may be locked may be screwed open to access wiring, has 1 wire that just toggles it changes tiny fans on stations to use those ## Why It's Good For The Game a better and rebuildable alternative to magic tiny fans ## Changelog 🆑 add: atmospherics shield generator, unlocked by Holographics research /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
||
|
|
089059d7d3 |
atmospherics shield generator (#91055)
## About The Pull Request (old video) https://github.com/user-attachments/assets/4b04c372-05a2-4bab-b4a4-1b2c965061e5 unlocked by holographics research put two facing eachother and turn one on to make a field that blocks atmos, if not obstructed by wall fields cannot be broken or clicked but the generators may (theyre relatively weak) requires external airlock access or apc access uses area power, environmental channel may be locked may be screwed open to access wiring, has 1 wire that just toggles it changes tiny fans on stations to use those ## Why It's Good For The Game a better and rebuildable alternative to magic tiny fans ## Changelog 🆑 add: atmospherics shield generator, unlocked by Holographics research /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
||
|
|
fc3fb57763 |
Kneejerk: The Kneejerkening (#91342)
## About The Pull Request OH BOY HERE I GO REDUCING MY GBP AGAIN Adds a reflex hammer, used to test your kneejerk reflex. Makes it printable from auto, med, and sci lathes, as with other basic medical tools. It looks like this:  (i stopped doing web edits are you happy) ## Why It's Good For The Game This is a simple and useful way to measure brain health. Usually you'd need either a rare toy, a null rod, or the one per map gavel. This makes analog diagnosis easier and more fun! ## Changelog 🆑 add: Reflex Hammer, used to test your kneejerk reflex. Print one now, from your local lathe! /🆑 --------- Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake> |
||
|
|
1de158c137 |
Kneejerk: The Kneejerkening (#91342)
## About The Pull Request OH BOY HERE I GO REDUCING MY GBP AGAIN Adds a reflex hammer, used to test your kneejerk reflex. Makes it printable from auto, med, and sci lathes, as with other basic medical tools. It looks like this:  (i stopped doing web edits are you happy) ## Why It's Good For The Game This is a simple and useful way to measure brain health. Usually you'd need either a rare toy, a null rod, or the one per map gavel. This makes analog diagnosis easier and more fun! ## Changelog 🆑 add: Reflex Hammer, used to test your kneejerk reflex. Print one now, from your local lathe! /🆑 --------- Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake> |
||
|
|
2273df83be |
Adds Modular Shield Cables and wrench connection QoL, Spraypainting the generator now causes it to color the shields on next activation (#91122)
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
||
|
|
32abbcc58f |
Adds Modular Shield Cables and wrench connection QoL, Spraypainting the generator now causes it to color the shields on next activation (#91122)
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
||
|
|
e773509ab2 |
Fixes Applied Bluespace Research experiment requirement (#91116)
## About The Pull Request Adds missing discount amount so experiment works properly now. Before:  After:  ## Why It's Good For The Game ## Changelog 🆑 fix: fixed bluespace sampling experiment not doing anything /🆑 |
||
|
|
e7ae05ed58 |
Fixes Applied Bluespace Research experiment requirement (#91116)
## About The Pull Request Adds missing discount amount so experiment works properly now. Before:  After:  ## Why It's Good For The Game ## Changelog 🆑 fix: fixed bluespace sampling experiment not doing anything /🆑 |
||
|
|
5f3930ba05 |
Da huge stonking cans update! 2025 edition. (#90318)
## About The Pull Request   ## This PR: * Adds a new type of reagent container; the jerrycan! * Replaces the nutrient bottles in the nutrimax with cans. * Adds some prefilled cans to the maint loot table. ### Can knowledge * Jerrycans can hold a hold an incredible 200u. * They can be printed roundstart at the auto and protolathes for 2 sheets of plastic. * They are balanced by being bulky. * They can be thrown around by without spilling their contents. * They are not beakers and cannot be used to make grenades. The upfront cost associated with buying nutrients will be greater, but it will be cheaper per unit. I would actually like to charge more but this is not really feasible right now due to the heavy department discount. #### Maint loot additions The new maint loot cans have a low weight so far, collectively appearing half as often as basic healing items. The cans that have been added to maint loot are as follows: * space cleaner ( weight: 2) * oil (weight: 2) * diethylamine (weight : 1) * phlogiston (weight: 1) #### Reagent overlay code I have added an option to have reagent containers use a colour matrix to lighten and increase the contrast of the reagent filling overlay in an attempt to prevent dark coloured reagents from completely obliterating all contrast. The math may need to be tweaked but it should offer some improvement provided the filling overlay has some contrast to begin with. ## Why It's Good For The Game The jerrycan is not only a flavourful & setting appropriate way to store reagents, it also offers several design benefits due to its unique combination of high roundstart capacity and bulky size. * It prevents one coworker from hogging a shared reagent container. * The high volume eases grinding and mixing. * It allows reagents to be stolen or borrowed due to being stored outside the safety of an inventory. * The highly visible inhand sprite allows you to see who is holding or transporting reagents. * The smart cap flag increases quality of life by allowing you to throw the container without spilling. * It reduces the tedium associated with dispensing and throwing away botany nutrient bottles, encouraging refilling. * Bulky size prevent players from looting the can unless it is something they really want. * Comes with a large number of visual customisation options for coders who with to add new variants. ## Throwing away the little nutrient bottles when doing botany sucks! ## Changelog 🆑 add: Added a new type of reagent container; the jerrycan. add: Added some prefilled jerrycans to maint loot. balance: Botany nutrients now come in bulk packaging. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
||
|
|
7589c68046 |
Adds the exosuit ablative insulation module. A module that protects a mech from energy attacks and their wires from EMPs. But makes it weaker to ballistics and melee weapons. Adds a special version for nukie mechs. (#90845)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds the Ablative Insulation. A type of mech armor. The armor module protects the mech from energy weapons (such as thermal pistols), and also protects the wires from EMPs (only the wires, not the mech itself). However, it makes it weaker against melee and ballistic weapons. The Dark Gygax and Mauler both obtain a version of this module as part of their default loadout that does not have any disadvantages against melee and ballistic weapons. ## Why It's Good For The Game This is a complimentary PR to this one. https://github.com/tgstation/tgstation/pull/90830 Wire scrambling for mechs is an extremely irritable system, but it does force mech pilots out of the mech to repair some of the effects attached. or at least to a standstill. This can often feel a bit like a knowledge check to resolve for some pilots, since the optimal solutions for this typically involve pulsing the wires in some way, utilizing assemblies like voice analyzers, circuits or signalers. While I would like a more obvious way for pilots to resolve these problems without having to set up signal networks, I do think it should come at some expense in other defenses so that it isn't such a catchall solution compared to the other armor booster modules. There would otherwise be no reason not to use this armor booster if there was no downside, since it completely negates a weakness. Therefore, we're aiming for a slight upside/downside exchange. You get a very good upside, but you now need to compensate for weaker defenses elsewhere (such as risking internal damage effects due to lower armor, see this PR https://github.com/tgstation/tgstation/pull/90844) We've given nuclear operatives an improved version because their mechs are A) expensive as shit, and B) meant to be a huge all-in but have suffered immensely from many years of refactors, rebalances and gear availability changes that definitely have left them underperforming for their promised value. I would much rather nuclear operative mechs feel like they are less beholden to the weaknesses that crew mechs need to contend with if only because they exist for what might be a fraction of the time, if they are even spawned at all due to their price. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Adds the Exosuit Ablative Insulation armor booster module. Protects the mech from energy-based attacks and its wires from EMPs (only the wires, not the mech). However, the armor booster makes the mech weaker to ballistic and melee weapons. add: The Dark Gygax and Mauler now come pre-packaged with a special version that has no weakness to ballistic and melee weapons. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
||
|
|
2a30c6da70 |
Da huge stonking cans update! 2025 edition. (#90318)
## About The Pull Request   ## This PR: * Adds a new type of reagent container; the jerrycan! * Replaces the nutrient bottles in the nutrimax with cans. * Adds some prefilled cans to the maint loot table. ### Can knowledge * Jerrycans can hold a hold an incredible 200u. * They can be printed roundstart at the auto and protolathes for 2 sheets of plastic. * They are balanced by being bulky. * They can be thrown around by without spilling their contents. * They are not beakers and cannot be used to make grenades. The upfront cost associated with buying nutrients will be greater, but it will be cheaper per unit. I would actually like to charge more but this is not really feasible right now due to the heavy department discount. #### Maint loot additions The new maint loot cans have a low weight so far, collectively appearing half as often as basic healing items. The cans that have been added to maint loot are as follows: * space cleaner ( weight: 2) * oil (weight: 2) * diethylamine (weight : 1) * phlogiston (weight: 1) #### Reagent overlay code I have added an option to have reagent containers use a colour matrix to lighten and increase the contrast of the reagent filling overlay in an attempt to prevent dark coloured reagents from completely obliterating all contrast. The math may need to be tweaked but it should offer some improvement provided the filling overlay has some contrast to begin with. ## Why It's Good For The Game The jerrycan is not only a flavourful & setting appropriate way to store reagents, it also offers several design benefits due to its unique combination of high roundstart capacity and bulky size. * It prevents one coworker from hogging a shared reagent container. * The high volume eases grinding and mixing. * It allows reagents to be stolen or borrowed due to being stored outside the safety of an inventory. * The highly visible inhand sprite allows you to see who is holding or transporting reagents. * The smart cap flag increases quality of life by allowing you to throw the container without spilling. * It reduces the tedium associated with dispensing and throwing away botany nutrient bottles, encouraging refilling. * Bulky size prevent players from looting the can unless it is something they really want. * Comes with a large number of visual customisation options for coders who with to add new variants. ## Throwing away the little nutrient bottles when doing botany sucks! ## Changelog 🆑 add: Added a new type of reagent container; the jerrycan. add: Added some prefilled jerrycans to maint loot. balance: Botany nutrients now come in bulk packaging. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
||
|
|
e99a9e1204 |
Adds the exosuit ablative insulation module. A module that protects a mech from energy attacks and their wires from EMPs. But makes it weaker to ballistics and melee weapons. Adds a special version for nukie mechs. (#90845)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds the Ablative Insulation. A type of mech armor. The armor module protects the mech from energy weapons (such as thermal pistols), and also protects the wires from EMPs (only the wires, not the mech itself). However, it makes it weaker against melee and ballistic weapons. The Dark Gygax and Mauler both obtain a version of this module as part of their default loadout that does not have any disadvantages against melee and ballistic weapons. ## Why It's Good For The Game This is a complimentary PR to this one. https://github.com/tgstation/tgstation/pull/90830 Wire scrambling for mechs is an extremely irritable system, but it does force mech pilots out of the mech to repair some of the effects attached. or at least to a standstill. This can often feel a bit like a knowledge check to resolve for some pilots, since the optimal solutions for this typically involve pulsing the wires in some way, utilizing assemblies like voice analyzers, circuits or signalers. While I would like a more obvious way for pilots to resolve these problems without having to set up signal networks, I do think it should come at some expense in other defenses so that it isn't such a catchall solution compared to the other armor booster modules. There would otherwise be no reason not to use this armor booster if there was no downside, since it completely negates a weakness. Therefore, we're aiming for a slight upside/downside exchange. You get a very good upside, but you now need to compensate for weaker defenses elsewhere (such as risking internal damage effects due to lower armor, see this PR https://github.com/tgstation/tgstation/pull/90844) We've given nuclear operatives an improved version because their mechs are A) expensive as shit, and B) meant to be a huge all-in but have suffered immensely from many years of refactors, rebalances and gear availability changes that definitely have left them underperforming for their promised value. I would much rather nuclear operative mechs feel like they are less beholden to the weaknesses that crew mechs need to contend with if only because they exist for what might be a fraction of the time, if they are even spawned at all due to their price. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Adds the Exosuit Ablative Insulation armor booster module. Protects the mech from energy-based attacks and its wires from EMPs (only the wires, not the mech). However, the armor booster makes the mech weaker to ballistic and melee weapons. add: The Dark Gygax and Mauler now come pre-packaged with a special version that has no weakness to ballistic and melee weapons. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
||
|
|
713000b32b |
[MDB Ignore] Makes photocopiers buildable (#90658)
## About The Pull Request Adds the ability to build & deconstruct photocopiers. Replaces photocopiers on current maps with a prebuilt version that's prestocked with ink & paper. It starts preresearched in the office equipment node. Takes a scanning module, micro laser, and servo to build. ## Why It's Good For The Game Being able to remake is GOOD !!! Lets crew have ~ass scanning factories~ hard working offices wherever they want. ## Changelog 🆑 Goat, LePiromano qol: Photocopiers now have boards meaning you can build, destroy, and remake them. (If you're a mapper use the prebuilt version to prestock your photocopiers) /🆑 |
||
|
|
341090d420 |
Adds a unit test for techweb design presence, puts some missing designs into protolathes (#90219)
## About The Pull Request Adds a unit test that checks that all designs are accessible through some source, be it techweb, disks, or innate designs. Certain designs, like pocket extinguishers, entertainment screens, etc, that have been present in autolathes but not in the techweb despite having PROTOLATHE flag assigned have been put into protolathes (where it made sense, otherwise the flag was removed). An important change is that restaurant portals are now printable, and thus can be constructed and deconstructed. Indestructible portals have been a major gripe of mine for a while, and I don't see a solid reason for keeping them indestructible if they can easily be printed from the service protolathe. Closes #90212 ## Why It's Good For The Game Initial argument for keeping portals unbreakable was to prevent people from griefing the chef/bartender, but by that logic we can make most machinery unbreakable too. I don't think that having an unbreakable portal is good if its locking us out from allowing chefs/bartenders to reorder or even outright reposition their lunchroom/bar. ## Changelog 🆑 balance: Restaurant portals can now be printed, constructed and deconstructed. They're also no longer completely invulnerable. /🆑 |
||
|
|
3799f50e65 |
[MDB Ignore] Makes photocopiers buildable (#90658)
## About The Pull Request Adds the ability to build & deconstruct photocopiers. Replaces photocopiers on current maps with a prebuilt version that's prestocked with ink & paper. It starts preresearched in the office equipment node. Takes a scanning module, micro laser, and servo to build. ## Why It's Good For The Game Being able to remake is GOOD !!! Lets crew have ~ass scanning factories~ hard working offices wherever they want. ## Changelog 🆑 Goat, LePiromano qol: Photocopiers now have boards meaning you can build, destroy, and remake them. (If you're a mapper use the prebuilt version to prestock your photocopiers) /🆑 |
||
|
|
753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
|
|
44c968f75e |
Adds a unit test for techweb design presence, puts some missing designs into protolathes (#90219)
## About The Pull Request Adds a unit test that checks that all designs are accessible through some source, be it techweb, disks, or innate designs. Certain designs, like pocket extinguishers, entertainment screens, etc, that have been present in autolathes but not in the techweb despite having PROTOLATHE flag assigned have been put into protolathes (where it made sense, otherwise the flag was removed). An important change is that restaurant portals are now printable, and thus can be constructed and deconstructed. Indestructible portals have been a major gripe of mine for a while, and I don't see a solid reason for keeping them indestructible if they can easily be printed from the service protolathe. Closes #90212 ## Why It's Good For The Game Initial argument for keeping portals unbreakable was to prevent people from griefing the chef/bartender, but by that logic we can make most machinery unbreakable too. I don't think that having an unbreakable portal is good if its locking us out from allowing chefs/bartenders to reorder or even outright reposition their lunchroom/bar. ## Changelog 🆑 balance: Restaurant portals can now be printed, constructed and deconstructed. They're also no longer completely invulnerable. /🆑 |
||
|
|
ffc6ff0790 |
Adds a new station trait Head of Security AI (#3155)
## About The Pull Request This PR adds a new station trait that does the following - Disables HoS as a job - Lowers Security Officer slots from 5 to 2 - Silicons default to Robocop lawset and have access to sec borgs - Similar to AI law divergency, law boards are removed from the upload - The AI is barred from antag status at a code level (this does not stop subversion but it does stop malf) ## Why It's Good For The Game The problem with security borgs was that they would often follow spacelaw instead of their actual laws, it was suggested to me that I make a station trait that puts them on robocop and allows them to pick the model, this has the benefit of making them not available every round, but still available sometimes outside of admin bus. Tweaks and changes for things like how common this trait is can be adjusted in the future of course! ## Proof Of Testing https://github.com/user-attachments/assets/de849f59-517e-4a7b-bc11-79b512142717 <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 add: adds a new station trait - HoS AI /🆑 --------- Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
||
|
|
0d17eab1f3 |
Adds a single missing space to the new Donk Co. bepis node's description (#90319)
## About The Pull Request That's it. Just one space. It just fixes `uswhen`. That's all.  ## Why It's Good For The Game We #HATE typos. We #LOVE GBP. ## Changelog 🆑 spellcheck: added a missing space to the description of the Donk Co. Failed Products Schematics research /🆑 |
||
|
|
df3d6a31ca |
Reworks flechette into a AP pellet round that does mostly wounds. Adds the Donk Co. 'Donk Spike' flechette round as a surplus round. (#89972)
## About The Pull Request  Reworks flechette shells from... whatever it was that they were supposed to be before into an AP pellet round that primarily focuses on wounding power and embedding power over specifically dealing direct damage (16 as opposed to buckshot's 30). Useful if you want to maim as a priority. You can print flechette once science researches Exotic Ammunition. Nuclear Operatives also get flechette rounds as a Bulldog Shotgun magazine choice priced as a basic ammunition type. In addition, you can also acquire Donk Co. 'Donk Spike' flechette shells. These shells fire plastic darts! They can be purchased by Nuclear Operatives as a surplus option for Bulldog shotguns. 7 magazines for the price of one. Donk Co. 'Donk Spike' flechette was intended to be an alternative to the standard flechette but failed spectacularly once it hit the market. Due to a lack of confidence in the product, Donk Co. 'Donk Spike' flechette now appears in maintenance loot as potential trash, as Donk Co. dumped it in the millions into various landfills across the sector. You can also print it if you find the tech in a BEPIS tech disk. Does it work? Why don't you take a chance on Donk and find out? ## Why It's Good For The Game I'm not sure if the person who made the original flechette actually understood what each of the variables was supposed to be doing or how they actually worked. A bullet with an excessively negative standard wound power (for a pellet projectile) and low damage, but then an excessively high bare wound bonus (for a pellet projectile). But then some ricochet variables without ricochet being assigned to the bullet... and a demolition mod on a round meant to be weak against armor? Nonsensical. So I've reworked it into two unique rounds. The first serving a practical purpose and becoming an AP option when the crew typically begins seeing those options open up (such as x-ray lasers). The same can be said for nukies, who love AP options, but one focused on lasting wounds is handy too for keeping someone down. There isn't a milspec option; so for nukies, this isn't doing nearly as much upfront damage as buckshot or slugs. You buy this when you want someone not to be recovered with a LOT of medical attention. The second being more tongue in cheek, but also giving a surplus option for Bulldog shotguns, which I think are having ammunition problems even still. Surplus ammunition might slowly roll out for all the guns, but I'm mostly focusing on the ones that have some slight price disparity for total shots compared to other weapons. Also, shooting people full of plastic is kind of funny. ## Changelog 🆑 balance: Flechette has been reworked into an AP pellet round that embeds and wounds, but has less actual damage to buckshot. You can print it once Exotic Ammunition has been researched. Also available to Nuclear Operatives. add: Donk Co. 'Donk Spike' flechette rounds. No longer offered by Donk Co. It can sometimes shows up in trashbins and dumpsters. And operatives can buy it in bulk if they really feel like it. /🆑 --------- Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
||
|
|
fcade1b140 |
fixes tech disk uploading taking 5 seconds of total cpu (#90005)
## About The Pull Request idk if the master crash thing was effectively solved in the last week but now it is, uploading the debug tech disk has gone from 5 seconds of total cpu to 0.58 seconds. also since it filters out already added designs and nodes more it costs much less to upload it redundantly than before. before (uploading disk to web and web to disk) [message(5).txt](https://github.com/user-attachments/files/19205791/message.5.txt) uploading 1 time [message(3).txt](https://github.com/user-attachments/files/19205746/message.3.txt) uploading 7 times [message(4).txt](https://github.com/user-attachments/files/19205756/message.4.txt) ## Why It's Good For The Game why did it take 5 seconds to go over 1000 things? because it was redundantly doing things 10,000s of times ## Changelog 🆑 refactor: tech disk uploading isnt super slow anymore (much harder to crash spacetime with it) /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
||
|
|
4a39328e06 |
Add exactly ONE comma to the list of robo designs + sort em (#89764)
## About The Pull Request Exactly what title says. There's a comma missing, which makes it less beautiful for the downstreams to work with. Also sorts design_ids list in alphabetical order. ## Why It's Good For The Game Good for downstreams, trying to add more stuff here, without the need to redact this line of code. |
||
|
|
f3ac412f69 |
Custom Shuttles Redux: Allows for the construction of custom shuttles. (#88493)
## About The Pull Request This incredibly detailed PR adds the ability to construct custom shuttles, which function similarly to whiteships. To construct a custom shuttle, you need the following items: - Shuttle frame rods These rods can be hand-crafted by using 5 rods on 1 sheet of titanium, or printed at a sci/engi/cargo lathe after researching the Shuttle Engineering techweb node. Lattices built with these rods, and catwalks/floors built on top of these lattices, are valid for shuttle construction. - Shuttle engines Did you know shuttle engines have boards that weren't normally obtainable? Well the board for one specific engine type is now available from the sci/engi/cargo lathe after researching Shuttle Engineering. Of course, the old options remain. You can steal engines from other shuttles, including escape pods (it's not like engines are strictly necessary for *those* shuttles anyways). Alternatively, the shuttle engine supply pack is no longer locked behind the purchase of the BYOS. - Flight Control & Navigation Console boards These boards are printed at the sci/engi/cargo lathe after researching the Shuttle Engineering techweb node. If built on a custom shuttle, it will automatically link to it, unless the shuttle already has such a console. If built on a turf that is valid for custom shuttle construction, it will automatically link to any shuttle constructed from or expanded with that turf. - Shuttle blueprints Standard shuttle blueprints can be printed at the sci/engi/cargo lathe after researching the Shuttle Engineering techweb node. A cyborg upgrade granting access to a shuttle blueprint database can be printed at the exofab after researching the aforementioned node. Crude shuttle blueprints can be crafted by hand with a sheet of paper and either a rainbow crayon or 10 uses of a blue crayon or spraycan. If Science won't research the tech, you can also buy a goody pack containing a flight control board, a docker board, two engine boards, and a set of shuttle blueprints for 1200 credits, if you have aux base access. A shuttle can be constructed atop any continuous region of turfs containing a shuttle rod lattice or a catwalk/tile built upon such. Currently, this region cannot intersect any area other than space, lavaland, the icemoon, or the station asteroid. Preexisting custom areas can be included in the construction of the shuttle, but only if every turf in the custom area is valid for shuttle construction. In the shuttle blueprint UI, you can toggle a visualizer to display which turfs fulfill all of the aforementioned conditions. The following video goes through the basic process of shuttle construction. https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee The blueprint used to construct the shuttle will be its master blueprint. The master blueprint can be copied to other blank shuttle blueprints (or to engiborgs with the shuttle database upgrade), and allows the holder to perform a christening ritual on the shuttle to rename it. If a shuttle's master blueprint ceases to exist, a blank blueprint can be linked to the shuttle to become the new master blueprint, or an existing blueprint associated with that shuttle can be promoted to the master blueprint. Once constructed, the following options are available from the blueprint UI to modify it: - Create Area Convert a continuous open area of the shuttle into a new area with the name written in the above text input. This operates very similarly to regular area construction. - Rename Area Change the name of the area you're currently in to the name written in the above text input. - Expand Area Add a continuous open area of the shuttle to the neighboring area selected from the dropdown to the left. This operates like regular area expansion. - Expand Shuttle Expand a shuttle with valid frame turfs as defined above. These turfs must be physically connected to the shuttle. - Remove Area Remove an area, giving its tiles to the default shuttle area. - Cleanup Empty Space (implemented after the above video was recorded) Removes all completely empty turfs from the shuttle. If all the turfs in one of the shuttle's areas were removed, that area is deleted. If absolutely no turfs of the shuttle remain, the shuttle itself is deleted. Due to the ability for this action to delete the shuttle, only the master blueprint can do it. As mentioned above, the shuttle's master blueprint can be used to christen its associated shuttle. To do this, fill a glass drink bottle with some amount of reagents, then hit it against one of the shuttle's walls from outside while holding the master blueprint. You will be prompted to enter a new name for the shuttle. The variety of things that can happen while inputting a new name can cause the christening rite to fail in one of several humorous ways. ### Optional (Unless specifically requested by a maintainer) Todo's - [x] A way for shuttle circuits to be obtainable without techweb nodes - [x] A more convenient way to carry around shuttle engines or the means to deploy them - [ ] A shuttle construction guide available as a reference book - [ ] Allow boards to be linked to shuttles before construction so they can be used outside the shuttle ## Why It's Good For The Game Shuttles have been part of the sandbox for an incredibly long time, but their limited accessibility has rendered them the exclusive territory of lucky space explorers or the few antagonists who get one off the bat (nukies and pirates). Giving players the means to construct shuttles to their liking opens up a variety of possibilities for gimmicks for antags and non-antags alike. Besides the applications for antaggery and crew-sided gimmicks, this provides side content for several departments to engage with during the relatively-frequent periods of time where they have little else to do as part of their intended roles. With respect to engineering, if the station isn't actively being damaged, the supermatter is in perfect working order, and nobody is clamoring for machine upgrades, engineers have little else to resort to other than construction projects. While the BSA station goal provides an incentive for engineers to construct dedicated rooms for the cannon, it will not necessarily be available every round. Custom shuttles not only provide such a construction project to pursue, but provide the rare opportunity, as well as a very good reason, to set up an independent power network, complete with its own power source. While atmos techs have a lot to do with gas mixing and the crystallizer, they rarely get the opportunity to set up working life support systems outside of repairing the ones that get blown up. Custom shuttles will frequently start with no air, and unless the design settled upon is an open floor plan, it will have several independent chambers that cannot so easily be profused with a proper airmix by just opening a canister. Furthermore, if the air in a custom shuttle gets messed up, a proper scrubber and distro network is a significantly less tedious method of rectifying the problem than cleaning the air manually with portable scrubbers and pumps. Scientists, it can be argued, with their access to RPDs through ordnance, have similar opportunities to atmos techs, even though the act in and of itself is not exactly part of their duties. But compared to the other job content they could be working with after they've completed most of their gameplay loop, custom shuttle construction is a substantially more active endeavor. And I know how much people complain about late-game science content just being sitting around at a console and making gamer gear. Roboticists can have a part to play in this too. They can put their mech RCDs to a use other than 2D topdown Fortnite, and with the shuttle database upgrade, they can help interested cyborgs get in on the action. Cargo is yet another department known for having significant amounts of downtime during a considerable number of rounds. If every other department has gone through their initial rounds of departmental orders, and there isn't an active need for cargo to order lots of one thing or another, cargo techs have little to do besides mail (at least on the days where there **is** mail to deliver). Usually, if cargo techs do, in fact, do something as a department when not presented with more pressing duties, they order guns and other contraband. As funny as this is, there's not a lot of variety in how this behavior manifests. With custom shuttles, cargo can use their free time to plan, and execute, a unique collective expression of design sensibilities, not limited by the size and shape constraints of the cargo bay itself. ## Changelog 🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR inspired the implementation of these changes) add: Shuttle blueprints, the tool used to construct and modify custom shuttles. Print a set at a science, engineering, or cargo techfab after researching Shuttle Engineering, or craft a crude set from the crafting menu. add: Shuttle blueprint database upgrade for engineering cyborgs, printable from the Exosuit Fabricator after researching Shuttle Engineering. A version of shuttle blueprints designed for use by cyborgs. add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft by using 5 rods on 1 titanium sheet, or by printing them at a science, engineering, or cargo techfab after researching Shuttle Engineering. add: Custom shuttle flight control and navigation boards, printable from a science, engineering, or cargo techfab after researching Shuttle Engineering. add: Shuttle engine boards can be printed from a science, engineering, or cargo techfab after researching shuttle engineering. add: The shuttle engine supply pack is no longer locked behind the purchase of the Build Your Own Shuttle kit. add: Shuttle Construction Starter Kit goodie pack, containing a set of shuttle blueprints, flight control and navigation console boards, and two engine boards, can be purchased from cargo for 1200 credits. Requires aux base access to purchase. refactor: Shuttles now keep track of what areas are underneath each of their individual turfs, so that the areas left behind on movement are consistent with what they were beforehand. refactor: Shuttle ceilings now place themselves down as baseturfs, instead of only appearing if the turf above is open space. /🆑 --------- Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
||
|
|
871dae7d19 |
Automated Announcement System refactor (#89276)
I standardized stuff in AASs code, and all current reference to it. Also added interactions for bounty cubes, weather reports and request consoles, all of it can be changed from AASs UI. Also it's easier now to add new config entries for AAS to proceed, and it's now downstream friendly. Well, because kind of order in code and because it's funny to make custom messages for... Almost everything? BTW any entry can be blocked from ingame changes, by default you can't change Broken Arrival shuttle and Security Officer arrival announcements, how it was before. But may be we should allow it - it's an open question. 🆑 add: Many things now handles via AAS: Bounty Cubes, Request Consoles, Brig Cells, Vending Machines and Orion Trails alerts, Weather Reports, Cargo Order Console code: Now anyone can make their own entry for AAS refactor: AAS internals, also cleanup /🆑 |
||
|
|
053c2f86d7 |
Flesh Reshaper | New Genetics Visual Organ Restyler (#89314)
## About The Pull Request Adds the flesh reshaper! https://github.com/user-attachments/assets/ccb79944-5e61-425c-9c9e-b1463ce56013 (The TGUI doesn't render but it's just a dropdown with valid features) It let's you right click any human mob with visual features to change them into a different cosmetic variant (within the same pool). One spawns roundstart in the genetics lab  More can be made by researching gene engineering, including a medical variant  |